Well, discussion about what single-race parties would work the best got me thinking... What about single class parties?
I know that this was certainly achievable in 3.5, but with the more role-focused nature of 4e, is it still possible? I think so, but let's look.
My thoughts:
CLERIC - good balance of ranged and melee powers; access to lots of healing and saves; good range of targeting different defenses; different deities for different Channel Divinity feats and good gateway for establishing different flavors for the different members. Light on area effects, poor on control.
FIGHTER - In melee they're good, but if they have to close distance under fire of archers, they can get pretty hosed. Poor control, minimal healing, and relative lack of to-hits on other than AC.
PALADIN - See fighter, but add in a little more healing. And like the Cleric, the different deities add a ready way to provide different character flavor. A Divine Challenge nightmare for the DM ("okay, so this ogre's challenged by WHO?), so that's maybe a plus
RANGER - These guys are solid in melee and ranged. Good mobility, some multiple target hits, but relatively weak on control, and weak on non-AC attacks.
ROGUE - a whole team of flankers and snipers? Oh, yeah. Crap on healing though, and light on control. So-so on non-AC attack options. Best basic skill coverage.
WARLOCK - This is the striker that has most versatility, and the most control options. Not great in melee, though.
WARLORD - With the bumps to healing and the battlefield aid and control, this could be a tough group. Like the other "Martial" classes, though, weak on non-AC attacks.
WIZARD - Awesome control, good attack and damage options. Terrible on melee. Healing is poor at best.
Summary: I'd say the Leaders and Strikers are where it's at for overall versatility. Others could be done, but battlefield conditions could quickly become a death-trap.
-Dan'L
I know that this was certainly achievable in 3.5, but with the more role-focused nature of 4e, is it still possible? I think so, but let's look.
My thoughts:
CLERIC - good balance of ranged and melee powers; access to lots of healing and saves; good range of targeting different defenses; different deities for different Channel Divinity feats and good gateway for establishing different flavors for the different members. Light on area effects, poor on control.
FIGHTER - In melee they're good, but if they have to close distance under fire of archers, they can get pretty hosed. Poor control, minimal healing, and relative lack of to-hits on other than AC.
PALADIN - See fighter, but add in a little more healing. And like the Cleric, the different deities add a ready way to provide different character flavor. A Divine Challenge nightmare for the DM ("okay, so this ogre's challenged by WHO?), so that's maybe a plus

RANGER - These guys are solid in melee and ranged. Good mobility, some multiple target hits, but relatively weak on control, and weak on non-AC attacks.
ROGUE - a whole team of flankers and snipers? Oh, yeah. Crap on healing though, and light on control. So-so on non-AC attack options. Best basic skill coverage.
WARLOCK - This is the striker that has most versatility, and the most control options. Not great in melee, though.
WARLORD - With the bumps to healing and the battlefield aid and control, this could be a tough group. Like the other "Martial" classes, though, weak on non-AC attacks.
WIZARD - Awesome control, good attack and damage options. Terrible on melee. Healing is poor at best.
Summary: I'd say the Leaders and Strikers are where it's at for overall versatility. Others could be done, but battlefield conditions could quickly become a death-trap.
-Dan'L